The new patch is live !The Tie breaker update will radicaly change the number of draw in deathmatch.Each AP and health point remaining count to deserve the victory!Check the complete changelog below or jump into battle to try the updates now!----------------

Gameplay - Decreased overall XP given per action - Removed matchmaking map preferences - When reaching 3min of MatchMaking waiting time, a match in a lower bracket can be proposed - Connected some 1st win rewards to Solo match - Once won Practice match will earn much fewer rewards - Practice maps are now locked and need to be won to progress to unlock next maps - Practice maps now give no more XP to units

Combat - Added victory by score for Deathmatch, based on total AP divided by remaining units health - Removed one map from the map rotation (on the Acheron maps for the DM and VIP modes); - Modified one Behemoth map : Added safer deployment zones, far from enemy lines + Removed 2 LoS deployment zones - Reduced the Alahan Bowman unit DAM by 1 (down to 7), and its AP cost is reduced- "Guardian Angel" spell now allows to be cast on Legendary units; - "For The Light!" capacity AP cost reduced- "Quick Strike" capacity now reduces the DAM only by 1 (down from 3) and its AP cost is reduced- "Sharpshooter" attribute AP cost reduced.- Changed the way the "Parry" attribute works. It now forces a reroll if an enemy melee attack was successful against the unit. Increased its AP cost- Removed the Fear bonus from the "Disfigured" injury - Fixed opportunity attacks for ranged units by removing melee penalty - Fixed order consumption after using a skill - Fixed "Fierce" effect duration on the skill "For the Light" - Improve the action tooltip behaviour - Improved hit chance and damage estimations for normal attacks (both melee and range, but not for skills/spells) - Added tooltip icon when damage forecast could lead to kill - Fixed ingame chat editbox disappearing when a message was received - Tweaked units speed for more dynamism

Lobby - Units are now automatically sorted by decreasing "importance" - Updated Multiplayer and Practice page - Added progressbar to display AP preview in PreMatch - Added MatchMaking waiting progress bar: when the bar is full player is on the highest priority - Fixed EditRoster popup that could prevent Prematch to be correctly opened once a match had been found - Locked bracket selection once the MatchMaking search is in progress - Fixed SkillTootlip that could be displayed across the screen borders - Fixed some unit tooltip flickering near screen borders - Added renown reward icon (programmer art)

Misc - Fixed some UI display issue where some random sprites could be displayed instead of the correct images - Added support for screen resolution ratio lower than 4/3 (ex: 5/4) - Fixed mouse cursor when opponent left during loading step - Various localization fixes

Men, this patch kills the game. Considering that both VIP and King of the hill game modes are impossible to win without wolves, the only suitable game mode is actually Deatchmatch. And you remove the chance to select the desired game mode? Please phone me when you fix this. For now, I stop playing.

- Changed the way the "Parry" attribute works. It now forces a reroll if an enemy melee attack was successful against the unit. Increased its AP cost

8 on Swordsman, 16 on Knight... once per turn?its nothing else than another Nerf...

EDIT : We checked on our end and there was a localization error, both in FR and ENG localization.

The skill is not working as intended though - we will be working on a hotfix and a localization update.

For now, Parry will trigger on any melee attack, as long as you did not activate your unit. The intended version should be : Parry works only once per enemy activation, and it does not matter whether you activated your unit this turn or not.